private void Start() { // - Initialize must always be called before working with any game foundation code. // - GameFoundation requires an IDataAccessLayer object that will provide and persist // the data required for the various services (Inventory, Wallet, ...). // - For this sample we don't need to persist any data so we use the MemoryDataLayer // that will store GameFoundation's data only for the play session. m_DataLayer = new PersistenceDataLayer( new LocalPersistence("DataPersistence", new JsonDataSerializer())); if (!GameFoundation.IsInitialized) { GameFoundation.Initialize(m_DataLayer, OnGameFoundationInitialized, OnInitFailed); } m_softCurrencyDefinition = GameFoundation.catalogs.currencyCatalog.FindItem("coin"); m_hardCurrencyDefinition = GameFoundation.catalogs.currencyCatalog.FindItem("gem"); // Here we bind a listener that will set a walletChanged flag to callbacks on the Wallet Manager. // These callbacks will automatically be invoked anytime a currency balance is changed. // This prevents us from having to manually invoke RefreshUI every time we perform one of these actions. WalletManager.balanceChanged += OnCoinBalanceChanged; // We'll initialize our WalletManager's coin balance with 50 coins. // This will set the balance to 50 no matter what it's current balance is. WalletManager.GetBalance(m_softCurrencyDefinition); WalletManager.GetBalance(m_hardCurrencyDefinition); RefreshAllCurrencies(); }
private IEnumerator Start() { PersistenceDataLayer dataLayer = new PersistenceDataLayer( new LocalPersistence( localPersistenceFilename, new JsonDataSerializer() ), currentCatalog ); // Asynchronous using (Deferred initialization = GameFoundationSdk.Initialize(dataLayer)) { if (!initialization.isDone) { yield return(initialization.Wait()); } if (!initialization.isFulfilled) { Debug.LogError(initialization.error); yield break; } } }
/// <summary> /// Standard starting point for Unity scripts. /// </summary> private void Start() { // The database has been properly setup. m_WrongDatabase = !SamplesHelper.VerifyDatabase(); if (m_WrongDatabase) { wrongDatabasePanel.SetActive(true); return; } // - Initialize must always be called before working with any game foundation code. // - GameFoundation requires an IDataAccessLayer object that will provide and persist // the data required for the various services (Inventory, Wallet, ...). // - For this sample we will persist GameFoundation's data using a PersistenceDataLayer. // We create it with a LocalPersistence setup to save/load these data in a JSON file // named "DataPersistenceSampleV2" stored on the device. Note: 'V2' appended // to the filename to ensure old persistence from previous version of Game Foundation // isn't used, causing Sample to throw at initialization. This is only needed during // the 'preview' phase of Game Foundation while the structure of persistent data is // changing. m_DataLayer = new PersistenceDataLayer( new LocalPersistence("DataPersistenceSampleV2", new JsonDataSerializer())); GameFoundation.Initialize(m_DataLayer, OnGameFoundationInitialized, Debug.LogError); }
private IEnumerator Start() { _persistenceDataLayer = new PersistenceDataLayer( new LocalPersistence("DataPersistencePaperPlane", new JsonDataSerializer())); // Initialize Game Foundation. yield return(InitializeGameFoundation()); }
/// <summary> /// Standard starting point for Unity scripts. /// </summary> private IEnumerator Start() { _persistenceDataLayer = new PersistenceDataLayer( new LocalPersistence("DataPersistence", new JsonDataSerializer())); // The database is NOT correct, show message and abort. if (!SamplesHelper.VerifyDatabase()) { wrongDatabasePanel.SetActive(true); yield break; } // Initialize Game Foundation. yield return(InitializeGameFoundation()); }
/// <summary> /// Initialize Game Foundation. /// Called at startup as well as when reinitializing. /// </summary> private void InitializeGameFoundation() { // Disable all buttons for initialization. addAppleButton.interactable = false; addOrangeButton.interactable = false; removeAppleButton.interactable = false; removeOrangeButton.interactable = false; removeAllButton.interactable = false; deleteAndReinitializeButton.interactable = false; // - Initialize must always be called before working with any game foundation code. // - GameFoundation requires an IDataAccessLayer object that will provide and persist // the data required for the various services (Inventory, Wallet, ...). m_LocalPersistence = new LocalPersistence("GF_Sample10_DataPersistence", new JsonDataSerializer()); m_DataLayer = new PersistenceDataLayer(m_LocalPersistence); // Initialize Game Foundation, calls OnGameFoundationInitialized callback when complete. GameFoundation.Initialize(m_DataLayer, OnGameFoundationInitialized, Debug.LogError); }
public void Initialize() { var serializer = new JsonDataSerializer(); var persistence = new PlayFabPersistence(_key, serializer); _dataLayer = new PersistenceDataLayer(persistence); Deferred def = GameFoundationSdk.Initialize(_dataLayer); if (def.isDone) { if (def.isFulfilled) { _onInitOrLoadComplete?.Invoke(); OnInitOrLoadComplete?.Invoke(); } else { Debug.LogError(def.error.Message); _onInitOrLoadFail?.Invoke(); } } else { IEnumerator Routine(Deferred aDef) { yield return(aDef.Wait()); if (aDef.isFulfilled) { _onInitOrLoadComplete?.Invoke(); OnInitOrLoadComplete?.Invoke(); } else { Debug.LogError(aDef.error.Message); _onInitOrLoadFail?.Invoke(); } } StartCoroutine(Routine(def)); } }
/// <summary> /// Standard starting point for Unity scripts. /// </summary> void Start() { // The database has been properly setup. m_WrongDatabase = !SamplesHelper.VerifyDatabase(); if (m_WrongDatabase) { wrongDatabasePanel.SetActive(true); return; } // - Initialize must always be called before working with any game foundation code. // - GameFoundation requires an IDataAccessLayer object that will provide and persist // the data required for the various services (Inventory, Stats, ...). // - For this sample we will persist GameFoundation's data using a PersistenceDataLayer. // We create it with a LocalPersistence setup to save/load these data in a JSON file // named "DataPersistenceSample" stored on the device. m_DataLayer = new PersistenceDataLayer( new LocalPersistence("DataPersistenceSample", new JsonDataSerializer())); GameFoundation.Initialize(m_DataLayer, OnGameFoundationInitialized, Debug.LogError); }
void InitGameFoundation() { mDataLayer = new PersistenceDataLayer(new LocalPersistence(PERSISTENCE_SAVE_NAME, new JsonDataSerializer())); GameFoundation.Initialize(mDataLayer, OnGameFoundationInit, Debug.LogError); }